Aetheria/Assets/Scripts/ServerShared/Behaviors/Radiator.cs
Reinier Vens fddd485262 Hellfire
Targeting
Target locking
Crosshairs
Improved HUD schematic feedback
Equipment Heat Damage
Equipment Disabling
2021-01-10 03:59:47 +00:00

50 lines
No EOL
1.6 KiB
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class RadiatorData : BehaviorData
{
[InspectableField, JsonProperty("emissivity"), Key(1), RuntimeInspectable]
public PerformanceStat Emissivity = new PerformanceStat();
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new Radiator(context, this, entity, item);
}
}
public class Radiator : IBehavior
{
public Entity Entity { get; }
public EquippedItem Item { get; }
public ItemManager Context { get; }
public BehaviorData Data => _data;
public float Emissivity;
private RadiatorData _data;
public Radiator(ItemManager context, RadiatorData data, Entity entity, EquippedItem item)
{
Context = context;
_data = data;
Entity = entity;
Item = item;
}
public bool Execute(float delta)
{
Emissivity = Context.Evaluate(_data.Emissivity, Item.EquippableItem, Entity);
var rad = pow(Item.Temperature, Context.GameplaySettings.HeatRadiationExponent) * Context.GameplaySettings.HeatRadiationMultiplier * Emissivity;
Item.AddHeat(-rad * delta);
Entity.VisibilitySources[this] = rad;
return true;
}
}